Quest VR Headset Becomes Unlocked Hardware

The Quest virtual reality headset gets a fully unlocked bootloader thanks to the QuestStack tool, which automates a complex process of privilege escalation to provide stable, privileged access to the hardware. This solidly frees the headset from its existence as a device tied to Meta’s walled garden, although the tool only works on the Quest 1.

Image credit: notmastergamerok on Reddit

Not simple enough? No problem, there’s also a web version by [darknight1050] that makes the unlock process as simple as plug in headset, visit web page, receive unlocked bootloader.

The first-generation Quest headset is an older (released in 2019) piece of hardware that is still perfectly capable, although it has been surpassed by later models in terms of performance and optics.

It has also been essentially forgotten as far as parent company Meta is concerned, with no requirement for new content to be compatible with it, nor consideration in general given to the device for some time now.

Hardware that is no longer supported should be opened. The Oculus Go got an official unlocked OS build which was a positive thing, but the Go was also a pretty limited device. The Quest 1 — the ‘Oculus’ part of the name having been dropped around the time Facebook renamed itself to ‘Meta’ — is considerably more capable than the Go was. Now people can have privileged access to its hardware, which may help save some of them from junk piles while enabling folks to do as they please with the hardware they purchased.

Watch Soldering Up Close And From Any Angle, In VR

A manual skill like soldering is so much easier to learn and grasp when one can watch it in action, and there’s a brand new way to do that using virtual reality (VR). It isn’t just a series of 3D videos shot at someone’s workbench, either.

See soldering in action from any angle, with fine details preserved even close up.

PCB Hand-Soldering Basics is a series of thirteen videos that demonstrate soldering using Gaussian splats, a method of displaying 3D content that allows the viewer to freely look at things from any angle. Gaussian splats aren’t new, but what makes this different is the sheer level of detail and the fact that it’s focused on handheld tool use rather than displaying a famous location, landmark, or something similarly “big”.

Throughout the videos fine detail on the iron, parts, and the PCB itself remain visible from any angle and even from close up. Here’s a short video captured from within a VR headset that is probably the next best thing to seeing it yourself.

An educational production, it was was made in cooperation with the Department of Electrical and Electronic Engineering at Imperial College London. A few more details are in a LinkedIn post by [Tanmay Lad], who was part of the team involved in the production. The goal is to offer a unique, front-row seat to hand soldering with the ability to zoom in or look at it in 3D from any angle.

Not familiar with Gaussian splats? We’ve previously covered a great overview. They look great and are computationally cheap to render, and being able to get up close and see such detail is not really something one expects.

Full Body VR Tracking Is Just Some Recycled Hardware Away

Full body tracking in VR applications involves attaching sensors to one’s body, and [Jaki] has a DIY method to do it on the cheap: the Vive Tracker Lite project repurposes Vive controllers as lighthouse-based trackers, no hardware modifications required.

A common method of doing body tracking is to strap on some Vive trackers. Those are extremely hacker-friendly pieces of hardware, but [Jaki] observed that older Vive VR controllers can be had for cheap, and already contain everything a tracker needs. Some new firmware and a custom mount is all it takes to turn them into perfectly usable body trackers.

But what about a wireless receiver? [Jaki] has that covered as well with the $5 Viva Dongle, which uses a Pro Micro NRF52840 to act as a cheap DIY alternative to the official dongle hardware.

We appreciate the effort put into making this project accessible to everyone, even novices. [Jaki]’s put effort into a Python program with a full GUI to make the flashing of firmware as easy as possible for both projects. Experimenting with body tracking in VRChat or games with mods is just some recycled hardware away.

Granted, a Vive controller is not the slimmest piece of hardware, but all it takes is a firmware change and a 3D-printed fixture to make a perfectly serviceable tracker. That being said, we’re sure an enterprising hardware hacker may crack a controller open and embark on a serious rebuild, or even interface to some of the inputs in a clever way. If you’ve done that or know of someone who has, drop us a note on our tips line because we’d love to see it.

Extract 3D Video Game Content By Firing Up Photo Mode

Here’s a pretty clever method [Dung3onlord] used to capture 3D scenes from a PlayStation 5 without needing any specialized software. All that’s needed is a series of high-resolution screenshots, and a few software tools.

The process is essentially photogrammetry, it just uses screenshots as the input instead of photographs.

Instead of sneakily yanking 3D assets from the runtime, he fires up the game’s photo mode on his PS5. By capturing an orbiting video of a static scene (making sure to hide the game’s user interface, something photo mode in games is good for) he ends up with a video file whose content — essentially a series of screenshots — can be used to reconstruct the original 3D scene. The workflow [Dung3onlord] uses has rather more steps, but conceptually that’s all there is to it.

The whole process is remarkably similar to photogrammetry, a method of turning a bunch of photographs from different angles into a 3D point cloud. We’ve seen photogrammetry used to digitize objects because point clouds can be turned into 3D models, essentially allowing one to 3D scan an object using little more than a digital camera.

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Want Driving Simulator Feedback? Make The Robot Do It

Humanoid robots are a thing now, and here’s an interesting research project that explores using one as a form of haptic media. Specifically, using a humanoid robot to move a chair while one plays a VR driving simulator.

Here’s how it works: a Unitree G1 robot sits behind a player’s chair and grasps it with its hands. Spherical markers on the chair help the robot’s depth camera know the chair’s position, and real-time G-force signals fed from the simulator (Assetto Corsa, running on PC) tell the robot how much and in what direction to shift the chair to match in-simulator events.

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Custom VR Headset Uses Unconventional Displays

Cathode ray tubes (CRTs) are a fascinating display technology that has been largely abandoned outside of retro gaming and a few other niche uses. They use magnets to steer a beam of electrons rapidly across a screen, and while a marvel of engineering for their time, their expense, complexity, and weight all led to them being largely replaced by other displays like LCDs and LEDs. They were also difficult to miniaturize, but there were a few companies who tried. [dooglehead] located a few of the smallest CRT displays he could find and got to work putting them in the most unlikely of situations: a virtual reality headset.

The two displays for his headset come from Sony Watchmans, compact over-the-air black-and-white handheld televisions from the late 1900s. [dooglehead] had to create a method for sending video to these units which originally had no input connections, and then also used an FPGA to split a video signal into two parts, with one for each display. The two displays are placed side by side and attached to a Google Cardboard headset, with an off-the-shelf location tracker attached at the top. An IMU tracks head rotation while this location tracker tracks the motion of the unit through 3D space.

With everything assembled and ready to go, the CRT VR headset only weighs in a few grams heavier than [dooglehead]’s modern HTC headset, although it’s lacking a case (which is sorely needed to cover up the exposed high voltage of the CRTs). He reports surprisingly good performance, with notable interlacing and focus issues. He doesn’t plan to use it to replace any of his modern VR displays anytime soon, but it was an interesting project nonetheless. There are some rumors that CRTs are experiencing a bit of a revival, so we’d advise anyone looking to toss out an old CRT to at least put it on an online market place before sending it to a landfill.

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Learn What A Gaussian Splat Is, Then Make One

Gaussian Splats is a term you have likely come across, probably in relation to 3D scenery. But what are they, exactly? This blog post explains precisely that in no time at all, complete with great interactive examples and highlights of their strengths and relative weaknesses.

Gaussian splats excel at making colorful, organic subject matter look great.

Gaussian splats are a lot like point clouds, except the points are each differently-shaped “splats” of color, arranged in such a way that the resulting 3D scene looks fantastic — photorealistic, even — from any angle.

All of the real work is in the initial setup of the splats into the scene. Once that work is done, viewing is the easy part. Not only are the resulting file sizes of the scenes small, but rendering is computationally simple.

There are a few pros and cons to gaussian splats compared to 3D meshes, but in general they look stunning for any kind of colorful, organic scene. So how does one go about making or using them?

That’s where the second half of the post comes in handy. It turns out that making your own gaussian splats is simply a matter of combining high-quality photos with the right software. In that sense, it has a lot in common with photogrammetry.

Even early on, gaussian splats were notable for their high realism. And since this space has more than its share of lateral-thinkers, the novel concept of splats being neither pixels nor voxels has led some enterprising folks to try to apply the concept to 3D printing.